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siimav

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Everything posted by siimav

  1. Procedural Fairings v1.8.1 for KSP 1.8.x and 1.9.x Recompile for KSP 1.8.x and 1.9.x Fix texture paths for a couple of parts
  2. 1.2.x saves should be mostly compatible. However some of the early game contracts were changed so it's possible that those could cause issues. It might be a good idea to do a separate copy of your install for the 1.3 version. This way it would be possible to test your existing save and if there's issues, then you could just continuing playing on the old install. Oh, and make sure that KCT is updated to the latest version. The X-1 cockpit part that you unlock in the first supersonic flight node is limited to 30km. However the second supersonic flight node contains a PartUpgrade that costs 5000 funds and allows the cockpit to go up to 75km. Going over that limit means that the crew will slowly asphyxiate, pass out, and eventually die.
  3. RP-1 Realistic Progression One v1.3 for KSP 1.6.1 and 1.7.3 Changelog from Previous Version KCT Add airlaunch configs for KCT Set initial build rate to 0 but 2 KCT upgrade points are available at game start (1 for VAB and another for SPH) KSCs without any upgrades allocated won't get maintenance fees Launchpad cost overhaul; cannot be upgraded any longer Runway facility level and cost overhaul Reduce the 3rd AC upgrade cost Contracts X-Plane contract overhaul Add soft cooldown to XPSS contract Slightly increase the reward difference between low and high speeds for XPSS contract Increase the reward for Crewed Records, Crewed Karman & Crewed Suborbitals Unlock First EVA contract with any EVA-enabling tech Make the Lunar Impactor contract more reliable First Space Station Contract - change the required crew from 4 to 3 so it can be completed with Salyut 1, the actual first space station. Improve displayed titles for contract requirements Avionics Add Science Core avionics type Add a readout of the avionics Controllable Mass in the PAW Kerbalism integration for avionics, including background resource handling Allow configuring stock resource handlers or Kerbalism for a loaded vessel's avionics during Flight Prevent other mods from toggling non-toggleable (non hibernating) avionics Procedural Avionics best effort length rescaling for target utilization Crew Improve ModuleUnpressurizedCockpit and allow altitude threshold configuration ModuleUnpressurizedCockpit now incapacitates the crew before killing them Reworked cockpit service ceilings (WW2 cockpits are limited to 16km, X-1 to 30km or 75km based on upgrade) Add Crew Training for Spaceplane cockpits Mission trainings can be retaken before the previous one expires Crew retirement & inactivity calculation fixes All 4 starting crewmembers are now pilots Don't show retirement message for killed nauts Parts Add ROEngine Agenas Add new XLR11 configs to the tech tree Add spaceplane cockpit ECMs Add support for ROSolar & Ring Decoupler from ROTanks Add Support for ROE RD-0210 and RD-0212 Add the ORM-65, RD-1-150, RL10-C and XLR43 support for ROEngines Add support for ROEngines RD211/215, RD-211, RD-215, RD109/119 Fix the cost of the RL10B-2 Remove experiment ECMs from 20in probe Add the SNAP-19 RTG to identicalParts Move the 1.25m Crew Carrier to the next node M-1, F-1B price fixes Add EngineLiquidTurbo tag to Nuclear Engines Add new NuclearRTG tag to fix too high of a Nuclear penalty Add support for the new ROTanks Procedural Probe Cores Sample Return Capsule fixes Increase the mass of some probes by 0.9kg to account for Barometer part being 0.1kg instead of 1kg Update ECMs and costs for unconfigured or improperly configured engines. Other Fix exceptions from RP-1 UI Fix NRE from MaintenanceHandler when not in career mode Update Loading Screen Tips to reflect recent changes and provide more emphasis on things like TestLite, Kerbalism, RealAntennas, and the RO mods Preparations for TexturesUnlimited Support in ProcParts Add DragCube debug info to PAW, enabled via Aero debug in console CONTRIBUTORS Thank you to everyone who contributed for this release! @lpgagnon @MikeOnTea @DRVeyl @pap1723 @siimav @Capkirk123 @Brummi1234 @norcalplanner @RCrockford
  4. https://github.com/KSP-RO/KCT/blob/430e7bf2e5fc3453fe41efa8ae101582e0802774/Kerbal_Construction_Time/KCT_Events.cs#L97-L100 https://github.com/KSP-RO/RP-0/blob/8182de652e0f9f7dab25ac1e639306b7bc8c439a/Source/KCTBinderModule.cs#L40-L66
  5. @VaNnadin RSS for KSP 1.8.1 is now out and changed all the remaining png textures to DXT5 format. This means that you would need to do the same with your textures for them to work with the latest release.
  6. Because 1.3.1 update broke them and they have been disabled since. They might get fixed in the near future but even then they would need additional balancing before we can make them available in RP-1.
  7. Preferably through CKAN. You know, we have an entire wiki page about installing RP-1 here.
  8. It's specifically meant for RP-1 but can also be made to work in stock if someone writes tech progression configs for it. Here's a short demo on how it's supposed to work.
  9. @Galland1998 Probably related to this: https://github.com/KSP-RO/RP-0/wiki/New-FAQs#why-does-kct-edit-say-ive-made-expensive-changes-when-i-havent-touched-anything
  10. What comms mods are you using? RemoteTech and RealAntennas are capable of showing ground stations. For stock CommNet, the stations are still there but they aren't visible in the tracking station.
  11. No, always launch east unless you're going for a sun-sync or polar orbit. Otherwise you would end up having to cancel out multiple hundred m/s of Earth's rotational velocity. Wrong, there's a launch window for launching into the plane of the Moon every day. That is - as long as you're playing with patched conics and haven't installed Principia.
  12. @Miza https://github.com/KSP-RO/RP-0/wiki/RSSVE-Installation-Instructions
  13. It sounds possible but wouldn't still prevent people from launching SRs from the runway in the first place.
  14. You're not supposed to launch rockets from the runway. VAB is for rockets and runway is for planes. Unfortunately there isn't much we can do to enforce that. Recovering into the SPH is allowed because planes should be capable of being reflown without rebuilding or refurbishing them. None of the sounding rockets or orbital-grade hardware saw reuse before the Space Shuttle entered service during the 1980s. There are only a couple of exceptions to that rule and even these were suborbital flights.
  15. No, it isn't. Download PP from here: https://github.com/KSP-RO/ProceduralParts/releases/tag/v1.4.0
  16. @Stone Blue There's a GitHub branch for 1.8 available here. You could give it a go if you happen to know how to download branches from GH and replace the contents within your GameData.
  17. Personally I would prefer to use the modifier keys but I do understand that it's not easy to inform the player about such a feature.
  18. Yes, I've done it from the 20t pad. I think the rocket had RD-101 + 2xAJ10-27 + XASR stages with Tank-II. I really wouldn't recommend going that route though. Ideally you should build a 60t pad and use proper orbital rocket engines for getting into orbit. If you haven't already done it, then accept the First Scientific Orbit contract which has an advance large enough to purchase all the tech you need. It becomes available after accepting the First Orbit contract but has a 2 year deadline which may require some planning to get the required science instrument unlocked in time.
  19. RP-1 Realistic Progression One v1.2.1 for KSP 1.6.1 and 1.7.3 Changelog from Previous Version Gate 52-55 tech behind materials science node Fix Castor 1 Entry cost modifiers Add support for New ROEngines Add No-EVA tag to 1.25m Crew Carrier Restore the science container on Deep-space procedural avionics Move the Gamma engines to the 1958 node Patch Procedural Avionics to operate at 1073K to Allow proper Usage Make Maneuver Nodes available with Lunar Comms Tracking Station upgrade Add LF2 Agena Add KCT Resource_Variable for LqdFluorine Remove the Breaking Ground Science Contracts Fix Procedural Avionics NAN error Disable Procedural Avionics logging CONTRIBUTORS Thank you to everyone who contributed for this release! @MikeOnTea @pap1723 @lpgagnon @siimav @Capkirk123
  20. You should read the RP-1 wiki and decide for yourself. The introduction here is probably the best place to start. Yes, you can turn the difficulty down and starting on easy is probably the right thing to do. Nevertheless I can promise you that RO/RP-1 is going to be difficult at first if you haven't played it before.
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